Difference between revisions of "SW PC Morality"

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* The player's character with the Triggered Morality is "haunted" by their Emotional Strengths and Weaknesses during that game session, and should make a point of roleplaying that.
 
* The player's character with the Triggered Morality is "haunted" by their Emotional Strengths and Weaknesses during that game session, and should make a point of roleplaying that.
 
* The character may also feel a stronger presence of the Force during that session, manifesting in visions, portents, or other signs.
 
* The character may also feel a stronger presence of the Force during that session, manifesting in visions, portents, or other signs.
* '''Channeling Emotions:''' Once per game session for each point of Force Rating, the character whose Morality is triggered may add a Force die to a single test, spending x as x or y. They may only do so on an action that "taps into" their Emotional Strength or Weakness. Each such use adds 2 Conflict.
+
* '''Channeling Emotions:''' Once per game session for each point of Force Rating, the character whose Morality is triggered may add a Force die to a single test, spending [[Image:EitherForce-result.png|12px]] as [[Image:Success-result.png|12px]] or [[Image:Advantage-result.png|12px]]. They may only do so on an action that "taps into" their Emotional Strength or Weakness. Each such use adds 2 Conflict.
 
* At the end of the game session, the Triggered character's increase or decrease in Morality is ''doubled''.
 
* At the end of the game session, the Triggered character's increase or decrease in Morality is ''doubled''.

Revision as of 02:07, 29 November 2020

Morality is a trait used by Force-wielders to determine where their experiences cause them to fall on the spectrum between the Dark and the Light Sides. Morality as a game trait is made up of three aspects: a number representing placement on that spectrum, at least one Emotional Strength, and at least one Emotional Weakness.

The Morality Scale

  • The scale of Morality is a number between 1 and 100.
  • Player characters begin with a Morality of 50.
  • The Dark Side Threshold: Morality 29. When a character's Morality drops to 29 or lower, he has become a Dark Side Force-wielder.
    • Force Points: A Dark Side wielder generates Force Points using Dark Side results. The character may still spend a Destiny Point and take one Strain per Light Side result to generate Force Points from Light Side results on Force Dice.
    • Destiny Pool: At the beginning of a game session, for each character in a group that is aligned with the Dark Side, flip one Light Side result to the Dark Side.
    • Thresholds: At Morality 19, a Dark Side Force-wielder's Strain Threshold is decreased by 1, and his Wound Threshold increased by 1. At Morality 9, they are decreased and increased by another 1 point each.
    • Redemption: A character remains a Dark Side user even if his Morality rises above 30 again. In order to achieve redemption, the character must achieve the Light Side Paragon Threshold, and go through mystical/spiritual trials to achieve redemption.
  • The Light Side Paragon Threshold: Morality 71. When a character's Morality rises to 71 or higher, he becomes a Light Side Paragon if he is already aligned with the Light Side, or achieves the possibility of Redemption if he is Dark Side aligned.
    • Destiny Pool: At the beginning of a game session, for each character in a group that is a Light Side Paragon, add one Light Side Destiny Point to the pool.
    • Thresholds: At Morality 81, increase a Force-wielder's Strain Threshold by 1. At Morality 91, it is increased by another point.

Emotional Strengths & Weaknesses

Emotional Strength Emotional Weakness
Bravery: Your bravery is remarkable, always willing to face down dangers to accomplish your Motivation. Anger: Your fury is notable, and you are quick to anger - particularly when it comes to your Motivation.
Love: You have an open heart, with a few you feel very deeply for, and a general good-nature when it comes to almost everyone else. Your strongest feelings are usually attached to your Motivation in some way. Jealousy: You are selfish with those people and things you care about - they are yours by right, and you don't tolerate threats to that. You are most jealous where your Motivation is concerned.
Caution: You possess commendable prudence, always careful of danger and on the look-out for trouble. You are most cautious where your Motivation is concerned. Fear: Terrible dread and cold nightsweats are a regular part of your reality. Your concerns are most apparent around your Motivation.
Enthusiasm: You are always ready to try something new, and you approach tasks with enthusiasm. Your fervor is most apparent where your Motivation is concerned. Recklessness: You give too little thought to your undertakings, and often take risks that could have been avoided with a little hesitation. Your unwise decisions are most apparent where your Motivation is concerned.
Compassion: You care about the tribulations other face, and desire to alleviate them where you can. Your merciful nature is most apparent where your Motivation is concerned. Hatred: You come to despise people and things easily, and you don't hesitate to make your ire known. This hatred often burns brightest where that which prevents your Motivation from being accomplished is concerned.
Mercy: You show mercy to your foes, dealing with them fairly and honorably; you also will not abuse a position of power. This integrity becomes most readily apparent where your Motivation comes into play. Weakness: You have a difficult time with making hard choices, and are inclined to allow bad things to happen because it is too difficult to deal with them. This becomes most readily obvious where your Motivation is concerned.
Curiosity: You are driven to learn new and interesting things, and to pursue those fields that most fascinate you. This is often quite wrapped up in your Motivation. Obsession: You have a need and a drive to know some things sometimes, and it can overwhelm everything else in your life while you pursue it. Your Motivation is often likely among these things.
Independence: You are self-reliant and capable, preferring to depend on yourself for what you need in life. It is with this poise that you pursue your Motivation. Coldness: Isolation and emotional distance define your relationships, and your contempt for others frequently shows. Your pursuit of your Motivation is always marked by this distance.
Ambition: You set lofty goals for yourself, and then are buoyed by the drive to accomplish them. Your Motivation is quite central to this tendency. Greed: You want it all, and you intend to have it. This grasping nature is inevitably tied into your Motivation, no matter how noble the goal.
Justice: You seek just and deliberate actions and interactions in your life, and your sense of fairness sits at the forefront of who you are. Your Motivation is likely tied into the pursuit of this fairness. Cruelty: You take satisfaction from your power to inflict harm and misery over others, and you will exercise it in ways large and small given the opportunity. This is particularly roused where your Motivation is concerned.
Discipline: Self-control and disciplined behaviors provide you with a great deal of stability. Your pursuit of your Motivation will undoubtedly be distinguished by this kind of integrity. Obstinance: You are stubborn and willful - when your mind is made up, it is set, no matter how persuasive or forceful others may be. Your connection to your Motivation will absolutely be colored by this obstinance.
Pride: You are conscious of how you are regarded by others, and acknowledge the impact of your dignity and comportment. This sense of self often has something to do with your Motivation. Arrogance: Your contempt for others knows few limits, and your willingness to engage in self-aggrandizement is almost always in effect. Your ties to your Motivation often reflect this.

Conflict Generation

  • Conflict is generated in one of two main ways during play.
  • Dark Side Results to Generate Force Points: If a Light Side aspected Force-wielder spend a Destiny Point to turn Dark Side results on a Force Die roll into Force Points, they also gain 1 Conflict per Dark Side Result so utilized. (The reverse is true of Dark Side characters who use Light Side Results.)
  • Conflict-Generating Actions: Certain actions ripple through the Force, introducing dissonance. Though all such actions do so, the actions of Force-wielders generate greater disharmony. Some examples include:
Conflict Generated Action or Situation
1 Knowing Inaction: You know that an NPC or other PC will do something that would itself generate 5+ Conflict and choose not to intervene.
Lying for Personal Gain: You tell a lie for selfish reasons or to benefit yourself. Some lies can be told without penalty to benefit others, such as avoiding violence or protecting innocents.
Resorting to Violence as the First Solution: When confronted with a problem, you default to violent acts to solve it, without exploring any other options. This penalty can be mitigated if you are the one being attacked.
2 Coercion and Threatening with Violence: You threaten someone with violence or coerce the person to do your bidding against their will.
Inflicting Emotional Abuse: You say something cruel or petty intended to upset or torment someone.
2-3 Theft: You steal something that does not belong to you. This can be mitigated if you are stealing from a corrupt and/or wealthy authority, and do so to give back to those who need it. This can be increased if you steal something from those who can't afford to lose it.
3-4 Unnecessary Destruction: You destroy objects, property, or other items willfully and without good cause.
4-5 Unprovoked Violence or Assault: You assault, beat, or otherwise attack someone without good cause.
6-7 Unnecessary Cruelty to Non-Sapient Creatures: You maliciously torture or torment animals or droids with animal-level intelligence.
10 Torture: You torture a sapient entity.
10+ Murder: You murder a sapient entity. In this case, murder is killing someone who is helpless or no threat to you.

Increasing & Decreasing Morality

  • At the end of a game session, a player character whose character has accrued any Conflict rolls a single d10.
  • If the result of the roll is greater than total Conflict, the player increases their Morality by the difference. (Conflict of 7 and a roll of 9 increased Morality by 2.)
  • If the result of the roll is less than total Conflict, the player decreases their Morality by the difference. (Conflict of 7 and a roll of 5 decreases Morality by 2.)
  • If the result of the roll is exactly equal to total Conflict, the character neither increases or decreases Morality.

Triggering Morality

  • At the beginning of a game session, the GM rolls 1d100. Whosever Morality is closest to the number rolled is considered to have a Triggered Morality.
  • The player's character with the Triggered Morality is "haunted" by their Emotional Strengths and Weaknesses during that game session, and should make a point of roleplaying that.
  • The character may also feel a stronger presence of the Force during that session, manifesting in visions, portents, or other signs.
  • Channeling Emotions: Once per game session for each point of Force Rating, the character whose Morality is triggered may add a Force die to a single test, spending EitherForce-result.png as Success-result.png or Advantage-result.png. They may only do so on an action that "taps into" their Emotional Strength or Weakness. Each such use adds 2 Conflict.
  • At the end of the game session, the Triggered character's increase or decrease in Morality is doubled.